what is meant is that you should only include files which require modifications, and not distribute unmodified files.
The basic idea is that I do not want EUI forks, and want to continue to control EUI development.
I do realize more modularity would make this goal easier to reach. So with EUI v1.28, I have modified the core library to add the hard-coded trade item types for C4DF, and initiated changes to allow mods to easily override EUI tooltips, in a way that does not require to include modified EUI files.
How it's supposed to work (please note I have not yet had the time to test this aspect):
- EUI sets up a UI_bc1 table within MapModData at game start, before mod EntryPoints lua script (InGameUIAddin or otherwise) get to run. This MapModData.UI_bc1 table aims to include all of the tooltip functions used by EUI (1.28 includes all of the InfoToolTipInclude functions, there are more to come)
- mods EntryPoints lua scripts can supply a replacement xxx function by assigning the corresponding MapModData.UI_bc1.xxx field with the replacement function (so all you need to do is copy paste/code you have already written)
- upon closing of the dawn of man screen, EUI sets up the tooltips with whatever functions (with the expected names) are in MapModData.UI_bc1 at that time. Please be careful to set only the MapModData.UI_bc1 fields you need to set!
you really want me gone, don't you
Given the fact that in the past CivFanatics has kindly acted to uphold my author rights claims, I will continue to trust that they still consider them valid